Frequently asked questions
Thanks for your interest! Below are answers to questions that we get asked frequently. If you have more questions, chat with us on our Discord server.
Is the game finished? When can I play it?
The game is pretty far. There will be closed alpha (September 2021), closed beta (December 2021), and public early access on Steam as early as March 2022.
What platforms are you gonna release for?
Our primary focus is to release for Windows PCs, and we are exploring MacOS and Linux platforms too. Release on consoles is currently not planned but this may change.
Where is your game studio located?
We are just 2 developers! One half is in Europe, second half in the US :) We also work with freelancers all around the world. In total we've counted 5 countries that are involved in the game.
How much will the game cost? Will it be on sale?
The price is set to $30 but it will depend on the region. We are NOT planning on putting the game on sale in early years and in fact the price may increase once the game leaves its early access. We have offered discount during our crowdfunding campaign as our gratitude to our backers who support us in the early stage.
Features & gameplay questions
Is there going to be multiplayer?
We are focusing on a single-player experience first. However, if the community is interested, we are open to seriously consider a multiplayer after the release. Let us know what do you think! Also take a look at our roadmap for more details.
Are we going to have more islands? Or a generated one?
The size of the map will slightly increase from the one you can see in the press builds. We are also considering adding multiple islands to choose from (in public early access). Once we are stable & in public early access we are going to look into options like: procedural generation & multiple islands. It is worth pointing out that the island you can see now is generated by functions, this was not designed by hand. However we configured these functions in a way to make the island work for the gameplay. So this means we are not that super far from precedural generation. The biggest challenge will be to make sure that random islands will be playable, balanced & fun. Take a look at our roadmap for more details.
Absolutely! We had so much fun with mods in other games we played so we'd love to give as much freedom as possible with modding API. In fact, our game is written as a mod on top of the core, so we are serious about it! Take a look at our roadmap for more details.
Do you plan power lines or other power distribution?
We think that having to manully connect every machine to a power grid is more of a chore than an entertaining experience. However one of the options we are considering are transformers that have a decent range and can be connected via high-voltage power lines. That would also allow us to add new game mechanics. Take a look at our roadmap for more details.
Any plan to add more food chains?
After we have a solid core and enter the public early access phase, we are absolutely going to take a look into food. We think there is a huge potential. There options like: processing food in factory, having a livestock or some different form of farming as well. Take a look at our roadmap for more details.
What are the plans for naval battles & pirates in general?
We will most likely keep the combat as it is for now. In early access we can consider moving the battles to 3D (but keeping them autonomous). The idea of pirates invading island is on the table. But we want to make sure it is an optional game mechanic (meaning the player engages in something that triggers such events) because we think that many folks would not appretiate it. And we really want to avoid adding features that have to be turned off. Because we think that in that case they don't make much sense. Take a look at our roadmap for more details.
Can we have trains?
We think that many games already have trains so we rather prioritize exploring new concepts before we do something like this. Probably the island would have to be a bit bigger in order to utilize it. But at that point it starts to be interesting to explore multiple islands instead and having logistics in beteen them, where logical choice would be ships first. One of the other options would be to have some smaller trains to manage cargo between mines & processing facilities. Take a look at our roadmap for more details.
What about roads?
We deliberately ignored roads. Because we want to allow the players to be able to easily build & expand without the need to worry about them. Many games introduce roads mainly to simplify their path-finding. We don't have that constraint. However we do plan to add them as an optimization to increase vehicles speed (or reduce potentially added penalty for driving in mud) so players can build them to optimize hot-spots or longer distances. Or just to make things nicer :) Take a look at our roadmap for more details.
It feel guilty over destroying a nice island
This is how real world works, though. So we think that this can also serve as an interesting self-reflection on how we approach our environment. We have designed this based on real production chains. Real world issues such as over-fertilization, lack of groundwater and pollution. However we plan on adding mechanics to be more and more eco-friendly towards the end-game. And we already have some of these in the game. So hopefully, us and many others will find this at the end as a satisfying and learning experience.